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Computer Graphics - Introduction - Philipp Slusallek Computer Graphics WS 2019/20 Philipp Slusallek Overview Today Administrative stuff History of Computer Graphics (CG) Next lecture Overview of Ray Tracing Computer


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Computer Graphics WS 2019/20 Philipp Slusallek

Computer Graphics

  • Introduction -

Philipp Slusallek

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Computer Graphics WS 2019/20 Philipp Slusallek

Overview

  • Today

– Administrative stuff – History of Computer Graphics (CG)

  • Next lecture

– Overview of Ray Tracing

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Computer Graphics WS 2019/20 Philipp Slusallek

General Information

  • Core Lecture (Stammvorlesung)

– Applied Computer Science (Praktische Informatik) – Lectures in English

  • Time and Location

– Mon 10:00-12:00h, HS 01, E1.3 – Thu 8:00-10:00h, HS 01, E1.3 (suggestion: 8:30-10:00h)

  • ECTS:

– 9 credit points

  • Web-Page

– http://graphics.cg.uni-saarland.de/courses/ – Schedule, slides as PDF, etc. – Literature, assignments, other information

  • Sign up for the course on our Web page now

– [Do not forget to sign-out in time before the exams, if you need to]

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Computer Graphics WS 2019/20 Philipp Slusallek

People

  • Lecturers

– Philipp Slusallek

  • E1.1, Room E18, T
  • el. 3830, Email: slusallek@cs.uni-saarland.de
  • Assistants

– Arsène Pérard-Gayot – E1.1, Room E13, Tel. 3837, Email: perard@cg.uni-saarland.de

  • Tutors

– Julius Kilger (juliuskilger@posteo.de) – Joschua Loth (s8joloth@stud.uni-saarland.de) – Henrik Philippi (s8hephil@stud.uni-saarland.de)

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Computer Graphics WS 2019/20 Philipp Slusallek

Exercise Groups

  • Will be announced through the email list
  • Please register on the course web page
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Computer Graphics WS 2019/20 Philipp Slusallek

Weekly Assignments

  • Weekly assignment sheets

– Theoretical & programming assignments – You will incrementally build your own ray tracing system – This will be the basis for the Rendering Competition

  • Grading

– Results of the exercises will contribute to the final grade – Bonus points (towards the exam) are possible

  • Handing in assignments

– Theoretical: In paper form (beginning of lecture) or PDF per email – Code: See exercise sheet or Web page (usually by email to tutor)

  • Exercise meetings

– Discuss lectures and any issues you might have with TAs

  • Groups of max. 2 students allowed

– Each one must be able to present and explain his/her results! – Please state who did what!!!

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Computer Graphics WS 2019/20 Philipp Slusallek

Grading

  • Weekly Assignments

– Counts 30% towards final grade (with +20% bonus points)

  • Rendering Competition (exam prereq.)

– Counts 10% towards final grade – Grading: Artistic quality (jury) – Groups of max. 2 students (but higher requirements then)

  • Exams

– Mid-term (exam prereq.), counts 20% towards final grade – Final exam counts 40% towards final grade – Minimum: 50% to pass (in each of the above)

  • Cheating

– 0% of assignment grade on first attempt – Possibility to fail the entire course if repeated

  • Chance for Repeated Exam

– Oral exam (if possible) at the end of the semester break

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Computer Graphics WS 2019/20 Philipp Slusallek

Rendering Competition

  • Task

– Create a realistic image of a virtual environment – Incorporate additional technical features into your ray tracer – Bonus points count towards exam – Creative design of a realistic and/or aesthetic 3D scene – Modeling and shading

  • Hand-out in early in course

– You can work on it during the entire course – Deadline will be announced (see Web page)

  • Results:

– One rendered image – Web page with technical detail info

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Computer Graphics WS 2019/20 Philipp Slusallek

Rendering Competition

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Computer Graphics WS 2019/20 Philipp Slusallek

Rendering Competition 2017/18

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Computer Graphics WS 2019/20 Philipp Slusallek

Text Books

  • Suggested Readings:

– John Hughes, et al.: Computer Graphics – Principles and Practice, Addison-Wesley, 3. Ed, 2013 – Peter Shirley: Fundamentals in CG, 4. Ed, AK Peters, 2016 – Matt Pharr, Wenzel Jakob, Greg Humphreys: Physically Based Rendering : From Theory to Implementation, Morgan Kaufmann Series, 3. Ed., 2016, now freely available: http://www.pbr-book.org/

  • Older

– Andrew Glassner: An Introduction to Ray-Tracing, Academic Press, 1989 – David Ebert: Texturing and Modeling – A procedural approach, Morgan Kaufmann, 2003 – T

  • ny Apodaca, Larry Gritz: Advanced RenderMan: Beyond the

Companion, Morgan Kaufmann, 2000

  • More specific

– Thomas Akenine-Möller, Eric Haines, Real-Time Rendering, AK Peters, 2nd Ed., 2002 – John M. Kessenich, et al., OpenGL Programming Guide, Addison- Wesley, 9. Ed., 2016

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Computer Graphics WS 2019/20 Philipp Slusallek

Course Syllabus (Tentative)

  • Overview of Ray Tracing
  • Geometry Intersections
  • Spatial Index / Acceleration Structures
  • Vector Algebra Review
  • Geometric Transformations
  • Light Transport / Rendering Equation
  • Material Models
  • Shading
  • Texturing
  • Spectral Analysis / Sampling Theory
  • Anti-Aliasing
  • Distribution Ray Tracing
  • Human Vision
  • Color
  • Splines
  • Clipping
  • Rasterization
  • OpenGL
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Computer Graphics WS 2019/20 Philipp Slusallek

What is Computer Graphics ?

Geometric Modeling Rendering Simulation & Animation

Graphics & “Visual Computing”

Mathematics Physics Photography Psychology

Perception

Computer Vision

Inverse Rendering

Engineering

CAD/CAM/CAE

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Computer Graphics WS 2019/20 Philipp Slusallek

What is Computer Graphics?

Rendering Modeling Animation Visualization Imaging GUI VR/AR Digital Media Plotting Printer Color Management Computer Vision Computer Architecture Languages Systems Computer Games Compression Mathematical Modeling And, and, and, ....

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Computer Graphics WS 2019/20 Philipp Slusallek

Saarland Informatics Campus

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Research & Innovation in SB

Max-Planck Institutes University Business Units Blue-Sky Research Basic Research Applied Research Produkt Prototype Industry Research

Valley of DeathTM

Intel-VCI 1 Research 10 Engineering 100 Start-Ups (new IT-Incubator Saar) DFKI ASR Engineers Researchers Demonstrator

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German Research Center for Artificial Intelligence (DFKI)

  • Motto

− „Computer with Eyes, Ears, and Common Sense“

  • Overview

− Largest AI research center worldwide (founded in 1988) − Germany’s leading research center for innovative SW technologies − 6 sites in Germany

  • Saarbrücken, Bremen, Kaiserslautern; Berlin, Osnabrück, Oldenburg

− 18 research areas, 10 competence centers, 7 living labs − More than 575 core research staff (>1050 total) − Revenues of ~50 M€ (2018) − More than 90 spin-offs

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Germany Has a Head-Start

DFKI: The World´s Largest Center for Research & Application in AI

Saarbrücken Berlin Bremen Osnabrück Kaiserslautern Oldenburg

Deutschland GmbH

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‘Blue Sky‘ Basic Research Commercialization/ Exploitation

DFKI Covers the Complete Innovation Cycle

Labs at the University

Application- inspired Basic Research Applied Research and Development Transfer Projects DFKI projects for external clients and shareholders Spin-off Companies with DFKI equity DFKI projects for federal government, EU DFKI projects for state governments, clients and shareholders External Clients Shareholders

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DFKI-Portfolio: Deep Expertise in AI for a Broad Innovation Spectrum

The verticalspecialisationof DFKI

  • n methods and applications
  • f Artificial Intelligence

Max Planck Society Fraunhofer Helmholtz Society

The entire innovation chain in the horizontal spectrum of DFKI

Deep knowledge and excellence in

  • ne important section of Computer Science

Broad Methodological and Systems Competence in Artificial Intelligence

Deep Domain Knowledge in an Area of Application

DFKI Employees

Application-Oriented Basic Research

Applied R&D and Transfer

Large T est- and Demonstration Centers

Deep Scientific Expertise in AI Technology

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9 DFKI Heads of Research Labs 10 Associated and Supernumerary Professors 10 Heads of Research Groups / Living Lab Leaders at DFKI

Prof. Rolf Drechsler Prof. Philipp Slusallek Prof. Andreas Dengel Prof. Didier Stricker Prof. Paul Lukowicz Prof. Frank Kirchner Prof. Antonio Krüger Prof. Josef van Genabith Prof. Tim E. Güneysu Prof. Hans Uszkoreit Prof. Udo Frese Prof. Dieter Hutter Prof. Christoph Lüth Prof. Jana Koehler Prof. Martin Ruskowski Prof. Peter Loos Prof. Volker Markl Prof. Wolfgang Maaß Prof. Gesche Joost Prof. Joachim Hertzberg Prof. Sebastian Möller Prof. Oliver Zielinski Prof. Oliver Thomas Prof. Hans D. Schotten Prof. Klaus-Dieter Althoff Prof. Peter Fettke Prof. Stephan Busemann Prof. Günter Neumann Prof. Wolfgang Wahlster

Currently 29 Professors are Working for DFKI

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Plan-Based Robot Control Robotics Innovation Center Institute for Information Systems Smart Service Engineering Intelligent Analytics for Massive Data Intelligent Networks Multilinguality and Language Technology

DFKI: R&D Departments & Groups

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A Selection of Important Clients in Germany

European Media Lab

Bundesamt f ür Sicherheit in der Inf ormationstechnik

BSI

Competence Center Informatik

BASF Aktiengesellschaft

Verlagsgruppe Georg v on Holzbrinck

Saarländische Polizei

Bundesministerium f ür Wirtschaf t u. Arbeit

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5 4 2 1 2 19 1 1 24 7 1 23 1 9 46 1 5 1 2 4 2 1 4 4 3 2 1 4 1 1 6 1 5 35 5 1 1 2 1 10 1 3 1 7 3 2 2 1 4 2 1 1 5 2 3 1 1 3 3 2 2

DFKI Recruits Worldwide: 303 Researchers, 64 Countries

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Agents and Simulated Reality

AI, Graphics/Simulation, High-Performance Computing

Important German, European & International Cooperations:

Research Teams

Distributed & Web- Based Systems René Schubotz High-Performance Graphics & Computing Richard Membarth Computational 3D Imaging Tim Dahmen

Scientific Director

Intelligent Information Systems Matthias Klusch Multi-Agent Systems Klaus Fischer Smart Living Hilko Hoffmann

Application Domains

Autonomous Driving Christian Müller Industrie 4.0 Ingo Zinnikus Smart Living Hilko Hoffmann Autonomous Driving Christian Müller High-Performance Computing Richard Membarth Computational Sciences Tim Dahmen

AI Platform ML / DL

Strategy Board Christian Müller (Deputy) Silke Balzert-Walter (Consulting) Philipp Slusallek

Application- Driven Teams Hybrid & Symbolic AI

Philipp Slusallek, Christian Müller Philipp Slusallek, Christian Müller Philipp Slusallek (Co-Initiator), Silke Balzert-Walter Philipp Slusallek Hilko Hoffmann

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Computer Graphics WS 2019/20 Philipp Slusallek

DFKI: Agents & Simulated Reality

  • Bringing together AI, Graphics, HPC, and Security

– Simulated/Digital Reality (graphics, interaction, simulation) – Multi-agent Systems (AI: perception, learning, reasoning, planning) – HPC (compiler, parallel/vector computing: CPU/GPU/FPGA) – Visualization Center (presentation, teaching/training, consulting)

  • Application-Oriented Research

– >40 PhDs and researchers (plus many HiWis, BS, MS) – Many publicly funded projects

  • EU: FIWARE, CREMA, DISTRO, …
  • National: Hybr-iT

, Metacca, ProThOS, HP-DLF, SmartMaaS, …

  • Industry: BMW, VW, Intel, Audi, Airbus, Pilz, Siemens, …
  • Benefits

– Researcher and engineer positions

  • Plus many HiWi, Bachelor, Master, PhDs

– Extremely broad industry network (Contacts & Jobs, etc.)

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Computer Graphics WS 2019/20 Philipp Slusallek

Flexible Production Control Using Multiagent Systems Verification and Secure Systems (BSI-certified Evaluation Center) Physically-Based Image Synthese Scientific Visualisation GIS and Geo Visualization Reconstruction of Cultural Heritage Future City Planning and Management Large 3D Models and Environments Large Visualization Systems Intelligent Human Simulation in Production Web-based 3D Application (XML3D) Distributed Visualization on the Internet

ASR Research Topics

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Physically-Based Image Synthesis with Real-Time Ray Tracing

Key product offered now by all major HW vendors: e.g. Intel (Embree), Nvidia (OptiX), AMD (Radeon Rays) , …

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DFKI Agenten und Simulierte Realität 29

Efficient Simulation of Illumination: Light Propagation and Sensor Models

VCM now part of most commercial renders: e.g. RenderMan, V-Ray, Corona, …

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Large Visualization Systems Using Ray-Tracing

Numerous patents and spin-off companies from our group: e.g. inTrace, Motama, xaitment, PXIO, …

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Custom Ray Tracing Processor [Siggraph’05]

Real-Time Ray Tracing Hardware is integral part of every Top Nvidia GPU starting end of 2018

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Fundamental Research in Computer Graphics, High-Performance Computing/Graphics, and AI

Three Siggraph papers in 2019 alone!

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AnyDSL Compiler Framework

Developer

Computer Vision DSL

AnyDSL Compiler Framework (Thorin)

Physics DSL … Ray Tracing DSL

Various Backends (via LLVM)

Parallel Runtime DSL

Impala Language & Unified Program Representation Layered DSLs CPUs GPUs FPGAs Accels

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GIS and Geo Visualization

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Visualization of Large CAD Models

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Real-Time Photorealistic Rendering on Film Sets

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Verteilte Visualisierung im Internet

  • Mobile Visualization
  • Jens Krüger

Display as a Service (DaaS, now Pxio GmbH): Distributed Visualization on the Internet

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Scientific Simulation and Visualization

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Material Science: Understanding & Predicting Effects of 3D Structures Across Scales

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Multi-Agenten-Systeme:

Saarstahl, Völklingen

Flexible Production Control Using Multiagent Systems at Saarstahl, Völklingen

DFKI multi-agent technology is running the steelworks, 24/7 for >12 years, 5 researchers transferred

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DFKI Agenten und Simulierte Realität 41

Intelligent Human Simulation, e.g. in Production Environments (Daimler, …)

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Collaborative Robotics and Simulated Reality (VW, Airbus, …)

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Autonomous Driving: Training using Synthetic Sensor Data (TÜV, …)

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Digital Reality: Using Synthetic Data to Train & Validate Autonomous Systems

(using autonomous driving as an example)

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Why Do We Need Training and Validation via Synthetic Data?

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Autonomous Systems: The Problem

  • Our World is extremely complex

− Geometry, Appearance, Motion, Weather, Environment, …

  • Systems must make accurate and reliable decisions

− Especially in Critical Situations − Increasingly making use of (deep) machine learning

  • Learning of critical situations is essentially impossible

− Often little (good) data even for “normal” situations − Critical situations rarely happen in reality – per definition! − Extremely high-dimensional models

➔Goal: Scalable Learning from synthetic input data

− Continuous benchmarking & validation (“Virtual Crash-Test“)

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Reality

  • Training and Validation in Reality

− E.g. driving millions of miles to gather data − Difficult, costly, and non-scalable

Reality Car

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Digital Reality

  • Training and Validation in the Digital Reality

− Arbitrarily scalable (given the right platform) − But: Where to get the models and the training data from?

Reality Digital Reality Car Car

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Teil-Modelle Teil-Modelle Teil-Modelle Reality Digital Reality Partial Models (Rules)

Modeling & Learning

Car Car

Model Learning

Digital Reality: Learning

Geometry Material Behavior Motion Environment …

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Szenarien Szenarien Teil-Modelle Teil-Modelle Teil-Modelle Reality Digital Reality Partial Models (Rules) Relevant Scenarios Concrete Instances of Scenarios

Configuration & Learning Modeling & Learning Coverage of Variability via Directed Search

Car Car

Model Learning Reasoning

Digital Reality: Reasoning

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Szenarien Szenarien Teil-Modelle Teil-Modelle Teil-Modelle Reality Digital Reality Partial Models (Rules) Simulation/ Rendering Relevant Scenarios Concrete Instances of Scenarios

Configuration & Learning Modeling & Learning Synthetic Sensor Data, Labels, … Adaptation to the Simulated Environment (e.g. used sensors)

Car Car

Model Learning Simulation & Learning Reasoning

Digital Reality: Simulation

Coverage of Variability via Directed Search

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Szenarien Szenarien Teil-Modelle Teil-Modelle Teil-Modelle Reality Digital Reality Partial Models (Rules) Simulation/ Rendering Relevant Scenarios Concrete Instances of Scenarios

Configuration & Learning Modeling & Learning Synthetic Sensor Data, Labels, … Adaptation to the Simulated Environment (e.g. used sensors)

Car Continuous Validation & Adaptation Car

Model Learning Reasoning Validation / Adaptation / Certification

Digital Reality: Validation/Adaptation

Simulation & Learning

Coverage of Variability via Directed Search

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Coverage of Variability via Directed Search

Szenarien Szenarien Teil-Modelle Teil-Modelle Teil-Modelle Reality Digital Reality Partial Models (Rules) Simulation/ Rendering Relevant Scenarios Concrete Instances of Scenarios

Configuration & Learning Modeling & Learning Synthetic Sensor Data, Labels, … Adaptation to the Simulated Environment (e.g. used sensors)

Car Continuous Validation & Adaptation Car

Model Learning Reasoning Validation / Adaptation / Certification

Digital Reality: Continuous Learning

Continuous Learning Loop Not just for Automated Driving: Works for any AI System where we can model its interaction with the environment Simulation & Learning

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Challenge: Better Models of the World (e.g. Pedestrians)

  • Long history in motion research (>40 years)

− E.g. Gunnar Johansson's Point Light Walkers (1974) − Significant interdisciplinary research (e.g. psychology)

  • Humans can easily discriminate different styles

− E.g. gender, age, weight, mood, ... − Based on minimal information

  • Can we teach machines the same?

− Detect if pedestrian will cross the street − Parameterized motion model & style transfer − Predictive models & physical limits

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Challenge: Pedestrian Motion

  • Characterizing Pedestrian Motion

− Clear motion differences when crossing the street

Crossing Bus

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New DL Approaches

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Challenge: Better Simulation (e.g. Radar Rendering)

  • Key Differences

− Longer wavelength: Geometric optics (rays) not sufficient − Need for some wave optics

  • Diffraction at rough surfaces and edges
  • Need for polarization & resonance

− Highly different goals

  • Optical: Focus on diffuse effects (+ some highlights, reflections, etc.)
  • Radar: Focus on specular transport only (i.e. caustic paths)
  • Recent Work on Caustics [Grittmann et al., EGSR’18]

− Identifying “useful” specular paths (using VCM) − Guides samples to visible specular effects (e.g. indirect radar echos)

  • Combining research on rendering and radar technology
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Challenge: Do we Need a Better Basis for our Simulation?

  • In the past: Two big markets, focused on nice images

− Gaming: Very nice images (at 60+ Hz)

  • Must compromise realism for frame rate

− Film & Marketing: Even nicer images (at hours per image)

  • Will compromise realism for the story and artistic expression

− Both are being used for simulations for Autonomous Driving

  • But: Strong need for correct images

− Lidar, radar, multi-spectral, polarization, measured materials, … − Need for “error bar per pixel” & validation − Existing engines unlikely to adapt to these fundamental changes

  • Towards “Predictive Rendering” engine

− Focused on physical accuracy & high throughput − Based on latest graphics research results (and GPU-HW)

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Computer Graphics WS 2019/20 Philipp Slusallek

Wrap-Up

  • Computer Graphics

– Rendering, Modeling, Visualization, Animation, Imaging, …

  • Young, dynamic area

– “Everything is possible” mentality – Progress driven by research & technology – Flexible transfer between research and industry

  • Big industry !

– Intel, Nvidia, AMD, Imagination, ARM, … – Automotive, aerospace, engineering, … – Entertainment: games, film, TV, animations, ...

  • Innovation areas

– Digital Reality, Visualization, Industrie-4.0, Big Data, Smart Cities, …

  • Interdisciplinary field

– Relations to mathematics, physics, engineering, psychology, art, entertainment, …